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HiagoX

[CS2] Makoto vs. Valkenhayn

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2A is the logical response to any of the moves he uses that allow him to change into a wolf (236A, 236C, 6C, etc.) I didn't include 236B because I believe he is too far away to actually be CH'd.

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This match up is extremely interesting and I shall break is down into two sections

Valk form

In human form valk has great pokes and generally excels in the neutral game over you. He has more range and gets a good knock down on any of his pokes, you need to find the sweet spot and start baiting and punishing his pokes. His most used pokes are 5b or 5c get use to there ranges. Your 5b is faster than both of these so remember that and use it when needed 6c is also a good poke as it pushes you forward, just remember to cancel it with an asteroid vision if blocked. Valk doesn't have the best air to air game so that is the best place to confront him. Makotos jc can lead to some simple combos and as always go for the j.b counter hit fishing. Valk still has some strong mobility tools using his wolf form to launch him, be careful for the j.c rc j.c its a nasty double over head. Jumping in on valk is a bad idea 2c will trade (will trade with tail of destiny :( )with just about all your air moves in his favor and you'll get corner carried. 6a also has a guard point and can be a decent defensive tool but its a big risk for valk.

When you are in the corner 6c is valks best pressure tool as it breaks a primer and leaves him +2 so keep a close eye on his pressure. 6c is relatively slow so if you can keep an eye out for you can parry on reaction or DP. He can pressure you from a pretty safe distance you just have to keep an eye out for his lows, they lead to smaller damage than his overheads but there range i still excellent. Valk is looking for knock down so he can apply wolf pressure or corner push. His normals are decently safe. 2a will make you eat quite a few things so don't mash out and just focus on IBing and looking for that escape.

When you get in on Valk it turns into a really bad situation for him. His defensive options terrible with no reversal other than a wake up sturm wolf which nets him 2.5k but he loses the meter. So feel free to pressure him and just go all in against him. You can back off a bit when he has 50 meter but overall its not that scary. When he gets 100 meter he can rapid a sturm wolf to make it safe or rapid it for 5k damge His back dash is decent invul and becomes his best meterless defensive options. 5c has a ton of active frames and will catch his back dash a lot so feel free to call him out this tool. Or you can just use dash a2 5b and force him into a block string.

Wolf form

As we know Valk loses his defensive options in wolf form so Orb becomes a pretty decent tool in limiting his options. using it just to cover some space can limit the amazing mobility he gets in wolf form and can make his advances put him in an unfavorable situation, use sparingly as you can be punished. But its a decent option to start learning how it works and what you can do with it. Using a charged orb to call out a wolf dash can net you some great damage with a dash 2d. Don't jump in on valk in wolf form as he will 5b and you eat a good combo. Valk in wolf form puts you on the defensive so you are trying to keep him out for the most part. Once he gets in his high low mix up becomes insane and very difficult to deal with. Stay calm and remember he can only do it for so long before he has to recharge. When he gets a knock down he can easily bait your dp with a back dash in wolf form and then make you eat another combo.

Air to ground

Wolf cannon(as a I call it) can be beat with 6a, i have yet to figure out the timing on this. 6a is still a risk he can space it so he lands in front of you and he will recover before you do for an easy punish.

air to air

Not much to say but this j.b is a good option as it covers the most space but wolf cannon can still beat it if your movements get predictable.

Overall - This is a strong momentum match up. Keep him cornered and limiting his wolf form movements are key to success in this match up. Most valks with be switching between wolf form and valk form constantly so you need to switching game plans as it goes and remembering your options and what you can do. He is extremely scary and great at busting primers with his 6c pressure in the corner, keep an eye out for those. Once you start your pressure just go in and keep him on his toes.

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Qouted from Stargazer:

"vs Valkenhayn

=Neutral=

-His 5B/5C/2A are strong in keeping you away, try to make it whiff > Rush him, you wont get a 100% punish but you will break his zonning and running away game. j.CC over his 5C despite or Dash > Barrier Cancel > IB > Rush him if he runs jumps away

-He have a strong backdash, get ready to anticipate it and chase him.

-His j.C is scary but he is using his limbs to do it so it do have a hurtbox on all its extend, 6A it, you will be in advantage on trade. If his jump is too obvious try to take air to air with him but be careful from his mashy j.A/j.B when you do so.

-During his Wolf form he cant guard, but his mobility is at peak. The wolf back dash and C Dashes can bait stuff like your 6A for example. His options are pretty wide when he combines his wolf and human form.

-Wolf Cannons are best handled with IB, you wont score 100% punish with IB, but that will help you on taking the momentum over him and but him in tight positions. Also you can beat his Cannons with 6A, do that if you can.

=Offense=

-He can use 6A Head+Body guard point as a reversal to beat you out in small gaps as well as sometimes he can use it to beat your Jump ins and rush ins, It still can be beaten out without baiting by low hits (2B) and throws.

-He tries to backdash and jump out of your pressure whenever he can, tight FT's will punish him for trying that. Always be ready for chasing him when he runs away.

-50% Heat ====> 632146D or Counter Assault, Remember that.

=Defense=

-His overhead during human form is somewhat slow and you can react to it thankfully, but it can break primer + give him Frame advatnage if its blocked. IB > Jump out/665A etc... You can react to it with Corona Upper/Parry especially when he is use it as meaty.

-His Instant overhead is a big trouble honestly, watch out from 5B as he tends to use it after it or as meaty j.C. Anticipate it and guard it/DP your way out.

-Wolf j.A/5A is a very fast High/Low Mix up, add to that his command grab, you will have a hard time under his pressure, try to get out asap."

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Orb is more usful in this fight. So is the parry, the way Valk keeps attacking, he's basically parry-bait. Just avoid getting hit, the old fart can actually hit quite hard... And his LONG combos annoy me.

Fight is pretty balanced between the two. You have more or less range, but Valk has less defence himself, but higher attack power.

As Crosell said...

"This is a strong momentum match up. Keep him cornered and limiting his wolf form movements are key to success in this match up. Most valks with be switching between wolf form and valk form constantly so you need to switching game plans as it goes and remembering your options and what you can do. He is extremely scary and great at busting primers with his 6c pressure in the corner, keep an eye out for those. Once you start your pressure just go in and keep him on his toes."

Nice explanation. I forgot to mention his Guard-Primer busting.

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